I’m trying to use the vMaterials 2.0 in Unreal Engine 5, but couldn’t find a way to get some MDL categories (Metal, Plastic) imported correctly, while others seem to work (Fabric, Carpet, …)
When I try to distill a Metal MDL, like Copper Scratched, i get the following errors:
Failed to distill omniverse://localhost/NVIDIA/Materials/vMaterials_2/Metal/Copper_Scratched.mdl
Failed to distill function
If other materials work well then i dont believe you are doing anything wrong. The error is a bit non descriptive, is there a way to get more deailed logging from UE5?
We do the implementation of the distilling code while epic did the integration in UE. i can check whether the material has issues on our side, but for the UE side, you might need to talk to Epic.
ok, so this is through omniverse and not UE’s native importer. And the distilling succeeds, but the UE connector fails to handle the “endless_texture” function vMaterials use. I can relay this to the Omniverse UE connector team. This sounds like a shortcomming of our UE connector.
oh, that’s a pitty … yes please, opening a ticket on this issue would be great … connectivity to omniverse and hence other tools with these MDL materials as a basis would be simply awesome!